
const TextureShader ={
 vertexShader : `
uniform float amplitude;

			varying  vec2 vUv;

			void main() {
                vUv = uv;
                gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
			}
`,

 fragmentShader: `
uniform vec2 uvScale;
 varying vec2 vUv;
 uniform sampler2D colorTexture;
 uniform float time;
 void main() {
    vUv = uv;
    vec2 newT = uvScale * vUv + vec2(-10.0,0.0) * time;
    gl_FragColor = texture2D(colorTexture, newT);
 }`}

export {TextureShader}



